Monday, 27 March 2017

Something I'm working at the moment. I think I have to boost the Doctor and the Rogue talents to make them more activelly useful. I asked my mother (she's a doctor) if her career helps her in her common life somehow, and she said that the doctors are good in reading through people's masks. I think she's got a point.

What were you before you turned into a bountyhunter?

1-Noble (or a Noble's hand)

2-Officer (lawkeeper or any kind of public servant)

3-Outlaw

4-Guildsman (you choose what your guild was about)

5-Nomad

6-Forestman (you can choose to be an animal if you wish)

Which talent has helped you survive until now?

1.fighter:You
can attempt extraordinary feats with your favored weapon (pick from
the weapon list, you start with it), like cutting down a wall,
striking many enemies or shooting at great distance. When you miss an
attack, you can still deal or prevent d6 damage.

2.acrobat:
You can perform all kinds of acrobacies and to be stealthy with the
smallest distraction. You start with a grappling hook (d6 damage), some
smoke bombs or a log decoy (activate at anytime)

3.healer:
You can diagnose and treat illnesses (enabling a full rest) or
perform first aid (instant small rest). You get a doctor bag: you can
search it for useful potions, herbs or chemicals.

4.tinker:You
can fix, build and rig things. You get a bag of tools and a
mysterious device you've been working on. Reveal it's purpose at
anytime: on a success, it is perfectly suited for the task and has no
major drawbacks for now.

5.mage:
Spend time on a proper ritual (or a lighter one and 1d6 hp) to call
for a small favor, an answer or to put an enchantment on a target (an
aid to a task, +1d6 armor*, enhanced damage. Enchantments on groups
tend to dispel faster). You get a book on your spells theme
(Angels-Chtulhu-Seasons-Old Ways-Hades-Atlantis), it influences their
ways and possible side-effects.

6.rogue:
Once per day, you can state retroactivelly how you prepared for this
very situation (you have set a trap, bought an object, asked for
help). Roll now to see how well you did it.

*Bonus track: A note on armor to be developed later.

Armor adds extra Armor points to your HP. Combat damage
takes your HP first, then starts taking your armor. Armor points do
not refresh on a rest: you must get your armor repaired or find a new
one. If a strike does damage that could take all your AP at once,
they don't decrease, but you're hit and must pass a Save to keep on
the fight. Non-Physical sources of armor, like spells, can create a communal Armor over a group of people; which will protect whoever needs it at a given time.